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Mythological Figures: Conan the Barbarian (5E)
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<blockquote data-quote="squibbles" data-source="post: 7762436" data-attributes="member: 6937590"><p>Summary for those who didn't follow the link: humans only but with some quasi-magical sub-race features, 4 classes (barbarian, fighter, rogue, modified warlock), modified spell list, lots of classical Greece specific feats and equipment (no heavy armor).</p><p></p><p></p><p></p><p></p><p></p><p>I arrived at broadly similar conclusions, i.e.</p><ul> <li data-xf-list-type="ul">Gut the casting classes and spell list, especially cantrips, maybe don't cut Warlocks</li> <li data-xf-list-type="ul">Refluff the spells that remain, change a bunch to rituals, add more risk/reward to them</li> <li data-xf-list-type="ul">Make the gear less magic and lower tech</li> <li data-xf-list-type="ul">Change the way healing works--though there are differing views on how</li> <li data-xf-list-type="ul">Maybe impose a level cap or, at least, spend more time at low levels</li> </ul><p>I'm wondering, reflecting on Elfcrusher's comment that mechanics reinforce or hinder a setting's flavor, whether 5e's design staples--D20 resolution, bounded accuracy, HP, casting spells from slots, resources that recover with rest, etc.--make for an inherently non-Hyborian feeling game. Scale back the magic is a pretty straightforward solution, do you think it works appreciably?</p><p></p><p></p><p>Yeah, that's an interesting thought. Throw mobs of low CR stuff at the party (since they likely lack magical crowd control), season with an occasional deadly monster.</p><p></p><p></p><p>This reminds me of the OSR's 'shields shall be splintered' rule. I can see it having a significant effect on the game's feel.</p><p></p><p></p><p>I haven't seen this suggested before, but it makes a lot of sense; favor smaller parties and give each PC a broader skillset. I think it would make the game feel more HYborian.</p><p></p><p></p><p>IIRC Iron Heroes didn't use hit points, but a bunch of injury levels (5ish) on a sliding scale between healthy and dead, with PCs rolling each time they got hit to see if they descended down the scale. Its a pretty radical departure from normal combat resolution, but I've never played with it. How does that work in practice?</p><p></p><p>I'll stop hijacking the topic after this, honest <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="squibbles, post: 7762436, member: 6937590"] Summary for those who didn't follow the link: humans only but with some quasi-magical sub-race features, 4 classes (barbarian, fighter, rogue, modified warlock), modified spell list, lots of classical Greece specific feats and equipment (no heavy armor). I arrived at broadly similar conclusions, i.e. [LIST] [*]Gut the casting classes and spell list, especially cantrips, maybe don't cut Warlocks [*]Refluff the spells that remain, change a bunch to rituals, add more risk/reward to them [*]Make the gear less magic and lower tech [*]Change the way healing works--though there are differing views on how [*]Maybe impose a level cap or, at least, spend more time at low levels [/LIST] I'm wondering, reflecting on Elfcrusher's comment that mechanics reinforce or hinder a setting's flavor, whether 5e's design staples--D20 resolution, bounded accuracy, HP, casting spells from slots, resources that recover with rest, etc.--make for an inherently non-Hyborian feeling game. Scale back the magic is a pretty straightforward solution, do you think it works appreciably? Yeah, that's an interesting thought. Throw mobs of low CR stuff at the party (since they likely lack magical crowd control), season with an occasional deadly monster. This reminds me of the OSR's 'shields shall be splintered' rule. I can see it having a significant effect on the game's feel. I haven't seen this suggested before, but it makes a lot of sense; favor smaller parties and give each PC a broader skillset. I think it would make the game feel more HYborian. IIRC Iron Heroes didn't use hit points, but a bunch of injury levels (5ish) on a sliding scale between healthy and dead, with PCs rolling each time they got hit to see if they descended down the scale. Its a pretty radical departure from normal combat resolution, but I've never played with it. How does that work in practice? I'll stop hijacking the topic after this, honest ;) [/QUOTE]
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